Quote from: janosbiro on Sat 12/04/2014 21:48:33Ah, got you now. And I have to agree, though this is clearly dependend on the genre. Strip away all the puzzles from an adventure game, and you are left with one big "movie cutscene". Other genres may benefit from a skip option.
But when you don't want to shoot or solve things, or at least not so many things, you rarely have the option to skip that parts. The idea is to allow a more fluid narrative for those that are not in the mood to kill a thousand ninjas/zombies/aliens/thugs/etc. or solving a series of logical problems before getting to a boss or to the next plot node, and not to butcher the story.
I remember the first System Shock, which did a very good job of allowing you to adjust the experience- you were free to set an emphasis on four segments called Puzzles, Plot, Combat, and something else that escapted my mind. You could not eleminate a category (there was always combat and no way to simply remove all enemies from the game) but you could make it extremely easy. If you wanted to sneak and hack your way through the game you were free to do so; on the other end of the scale you could make it a pure shooter where only a minimum of plot and puzzles got into your way.
If you never played it, go try it

Quote from: janosbiro on Sat 12/04/2014 21:48:33I knew it would be something like that! Yes. And that's something that is on my mind ever since I started to make games. The minute you take the role of a developer you start analyzing and in a way that really "ruins" gaming for you. As a mere consumer you enjoy a game in a much different way. Just a slightly different case of tvTropes Ruined My Life I guess.
I meant that only when I finish the game I feel free to think more critically about it, and that's what I like the most.